// transformations provided by the app, constant Uniform data
float4x4 matWorldViewProj: WORLDVIEWPROJECTION;

// the format of our vertex data
struct VS_OUTPUT
{
 float4 Pos : POSITION;
};

// Simple Vertex Shader - carry out transformation
VS_OUTPUT VS(float4 Pos : POSITION)
{
 VS_OUTPUT Out = (VS_OUTPUT)0;
 Out.Pos = mul(Pos,matWorldViewProj);
 return Out;
}